MACADAM
Copyright (c) 1997 Pierre Canuel
This game is played on the following 8x8 square board:
- GOAL CELLS - The two middle cells on the player's last row.
- TURNS - At each turn, each player must move one of his stones in just one of the following ways:
- On the first four rows (the player's side) a stone may slide orthogonally any number on empty cells (so, there's no jumps). However, the stone cannot cross to the opponent's side.
- On the whole board, the stone may jump over an adjacent (orthogonal or diagonal) friendly stone to the immediate empty cell. Jumps can be multiple but they're not mandatory.
- In either type of move, the stones cannot cross or stop over the his own goal cells.
- GOAL - Wins the player that moves one of his stones into one of the goal cells.
This set of rules is open to a simple drawish strategy, for e.g., White may tie the game by placing stones at c1,c2,d2,e3,f2,f1 leaving two other stones to move around. A possible solution would be to allow jumps over enemy pieces that are adjacent to the player's goal cells.
An example Black's turn. Black may win by executing the following jump sequence (using the marked stone): c5-e7-e5-g5-g3-e1.
Check the Macadam website for more information. Some excerpts:
COMMENTS
- A player who starts his first game of Macadam must sware to teach the rules to someone else before the next full moon.
- There is no pawn catch in Macadam (unlike in Chess or Checkers)
- You cannot jump over one opponent pawn under any circumstance.
- You cannot during your same one turn combine the move alone and the jump move.
- you cannot cross or stop within your own goal squares.
OPTIONS
- Free placement: Instead of starting with the pawns on the dots, players may take turns placing the pawns on their own side. Once all the pawns have been placed, play continues as usual.